Showdown Ė Dragon Ball Z Trunks Saga &
Dragon Ball GT Lost Episodes Saga Rare - #146 Non-Combat Ė Setup
Power: (Use when entering Combat.)
Personality powers and Drills cannot be used for the rest of Combat.
For the rest of Combat, Allies cannot take control of Combat, pay
for costs, or have damage redirected to them.
Iíve always hated this card because as you guys know, Iím an ally
freak. This card is freaking amazing. With the lack of ally hate in
Focused, this will fuel decks physical decks, or better yet, any
thing that doesnít run drills or allies.
The down part of this card is that yours get shutdown too, so you
wonít see this in a drill or ally based deck. But ones that donít
run either will gladly shutdown your opponentsí, which will
drastically boost your ability to plain wipe the floor with anything
in your way. Many drill decks rely on their drills, and one turn
with them away can easily mean good game. Same with allies.
Expect to see this card make an appearance in Focused, sensei deck
or not. Itís still quite amazing in Expanded, but many Expanded
decks are either really fast or rely on those two card types. Or
their personality power (great for WEC powers because you use this
Expanded: 3.7 out of 5.0 (can easily control many decks, problem is
many decks rely on drills/allies)
Focused: 4.7 out of 5.0 (should see a lot of play)
Sealed: 1.3 out of 5.0 (drills and allies in sealedÖ some, not
Showdown - This card is just awesome
in both formats, but moreso in Focused right now. This card is
the only card in focused, and one a rare few in Expanded, that
can shut off youre opponents MP power. That alone would make it
playable. However it also kills allies(better for focused) and
drills(better for Expanded) for one combat. There has always
been a need for a card to shut off Trunks' power in Focused.
This is it.
(Use When entering Combat) Personality Powers and Drills cannot be
used for the rest of combat. For the Rest of combat, allies cannot
take over combat, pay for costs, or have damage redirected to them.
Lost Episodes Rare
*Watches as everyone throws their traffic jams to the bad card
For the Focused environment, people have been doing backflips for
the long-underrated Showdown's reprint.
This card, like Trunks 5, can annihilate the board your opponent has
constructed just by entering combat.
The fact that this does what Traffic Jam can do and more kicks that
card in the arse pretty hard, but that card isn't completely
obsolete, as you could still use it to shut off only allies and also
as additional protection against them.
Showdown in Focused can be your answer against the overwheleming
ally decks that tend to run rampant.
Just enter combat and their hand is pretty much the only thing they
can rely on (expcept Orange Removal System >_<) One of the primary
uses of this card is to get past juggernaut MP powers such as Trunks
5, Super Android 17, and Goku. If you enter on them, they
conveniently don't get to use their VQD as your card effect comes
first. This card has other uses like clearing the way for beatdown
decks to hit 'em where it hurts. The best in DBZ cards have been
passed on to focused, and it is honestly a great idea (cherishes his
Orange Uppercut LES...)
For Expanded, this card has been around since its promo days in the
Trunks Saga, so this isn't something new. However, as the years go
on control decks have been on the rise. This card can level the
score against the likes of ally and speed ball decks.
Coupled with Gohan's Kick, they could be out before they can say
"Eternal Dragon ^_^" Being able to use this when entering also keeps
it a bit safer from the rampant non removal and also doesn't use up
your attack phase. The uses are still great here, but it isn't
Expanded: 7/10-Showdown has many uses and can spell doom for control
Focused: 9/10-I am a bit biased on this card in focused, but I just
think that it is just a lifesaver when you can't seem to draw any
removal against a massive control setup.
Non-Combat - Setup
Power: (Use when entering Combat.) Personality powers and Drills
cannot be used for the rest of Combat. For the rest of Combat,
Allies cannot take control of Combat, pay for costs, or have damage
redirected to them.
A reprint from DBZ CCG, Showdown is anti-ally. It does have
anti-drill abilities but that is not what im seeing it being used
for. An excellent choice for a sensei deck that cant afford
Paparrapa!!!, Showdown effectively shuts down allies for an entire
combat, allowing you to concentrate on dealing damage to your
opponent or causing disruption. Being a setup Showdown does not
change the number of cards in your hand which gives you more
options, but it is also vulnerable to removal, Startled and Black
Mischevious Drill. Unfortunately this also shuts off your own
personality powers so be careful.
(Use when entering Combat) Personality powers and Drills cannot be
used for the rest of Combat. For the rest of Combat, Allies cannot
take control of Combat, pay for costs, or have damage redirected to
Here s a card to counter that pesky Trunks level 5 in focused. Not a
bad card in my opinion, but not a great one either. Not much to say
about it, it shuts down Personality Powers, Drills, and Allies. This
basically means that decks that rely too much on any one of these
things are screwed. That said it does hurt you too. Obviously if you
re using this card, the only reason you are using it is because you
don t rely too much on Drills or Allies, or your power either for
that matter. Upside is that it is WEC, so you do have an advantage
there with the lack of the chance that you ll get Startled or
anything like that. Odds are you ll want to run it as a sensei.
Otherwise, it may not do you any good. All in all, it s not bad.
Expanded: 3.5/5 (Shuts off a lot of stuff, but is only Sensei worth
Focused: 3.5/5 (See Expanded)
Sealed: 3.5/5 (Not bad here, you pull it and you shut off those odd
drills or allies. Or your opponent s MP for that mater)
Showdown is an ok card, but is only used
when you enter in Comabt. It works for both players, but it's still
kind of a waste. I really can't see what deck it would go in, if
any. I would'nt wip this card out in the beginning of the game,
rather later on, mabye as a last resort card. Theres not really a
lot to say about this card, but if you ask me, I think that its
really up to you if you put this card in your deck.
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